• 제목/요약/키워드: Design-oriented

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디자인 접근 과정에서 나타나는 이성과 감성적인 요인 연구 - 모던 디자인 변천 시기, 1920~1980년을 중심으로 - (A Study of Reasonable and Sensitive Elements in Design Approaching Process - Focused on Transition Period of The Modern Design, 1920~1980 Year -)

  • 김경수
    • 한국가구학회지
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    • 제26권4호
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    • pp.314-327
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    • 2015
  • 20th century, beginning of modern, the style of art and design, separated reasonable and sensitive code. Art form including cubism, constructivism, futurism and different form including fauvism, expressionism, surrealism and abstract expressionism coexist two code in early modern. But the style of design was separated each period with geometric and organic form, reasonable and sensitive code. Replacement timing on two design style was the transition period of the production-oriented step to the sale-oriented step in marketing. In early stage modern it was stable production-oriented step. Geometric style include G. Rietvevld (Red and Blue chair), M. Breuer (Wassily chair), Fanizon and Martinelli (I-Ching) was simple and functional, received the absolute support. An aggressive demand generation and sales promotion for the design change was needed so that excess supply in the market with a stable production. In sale-oriented step for sales promotion in mid modernism, it was accepted transitions to the sensual organic volume with elegant and sleek style include C. Eames (LCW chair), V. Panton (Panton chair) and C. Mollino (Arabesco Tea table).

Concepts of Disaster Prevention Design for Safety in the Future Society

  • Noh, Hwang-Woo;Kitagawa, Keiko;Oh, Yong-Sun
    • International Journal of Contents
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    • 제10권1호
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    • pp.54-61
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    • 2014
  • In this paper, we propose a pioneering concept of DPD(Disaster Prevention Design) to realize a securable society in the future. Features of danger in the future society are expected to be diverse, abrupt occurring, large scale, and complicated ways. Due to increment of dangers with their features of uncertainty, interactivity, complexity, and accumulation, human-oriented design concept naturally participates in activities to prevent our society against disasters effectively. We presented DPD is an essential design activity in order to cope with dangers expected in the future societies as well as realize securable environments. DPD is also an integrated design aids including preemptive protections, rapid preparing, recovery, and interactive cooperation. We also expect these activities of DPD is effective for generation of new values in the market, satisfaction of social needs, expansion of design industry, and a novel chance for development in the future society. Throughout this paper, we submit various aspects of DPD concepts including definition, classification, scope, necessity, strategy, influencing elements, process, and its principle. We expect these concepts will be the seed and/or basement of DPD research for the future works. For the direction of study for DPD in the future, we emphasize alarm system for preemptive protection rather than recovery strategy for the damage occurred. We also need to research about progressive prevention techniques and convergence with other areas of design. In order to transfer the concept of product design from facility-oriented mechanism to human-oriented one, we should develop new kinds of city basis facilities, public-sense design concepts referred to social weak-party, e-Learning content design preparing disasters, and virtual simulation design etc. On the other hand, we have to establish laws and regulations to force central and/or provincial governments to have these DPD strategies applying their regional properties. Modern design activities are expanding to UI(user interface) content design area overcoming the conventional design concept of product and/or service. In addition, designers are recognized as art directors or life stylists who will change the human life and create the social value. DPD can be divided into prevention design, preparedness design, response design, and recovery design. Five strategies for successful DPD are Precaution-oriented, Human-oriented, Sense-oriented, Legislation, and Environment Friendly Strategies.

사용자 중심의 주거 실내공간 감성평가도구 개발 (The Development of Sensibility Evaluation Tools for User-Oriented Housing Interior Space)

  • 박지민
    • 한국실내디자인학회논문집
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    • 제23권5호
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    • pp.112-121
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    • 2014
  • The purpose of this study is to develop the user-oriented housing interior space sensibility evaluation tools: The user-oriented housing interior space sensibility evaluation tools shall be developed through the systematic selection process of the extracted housing interior space images, which were linked with the adjectives of sensibility evaluation selected for the housing interior space preferred by the user from the specific words of the sensibility extracted to identify the characteristics of the user's sensibility which is recently being changed. In the results of analyzing the words of sensibility for the residential space preferred by the users with 48 pairs of adjectives. The user-oriented sensibility assessment tool was built by extracting 8 sensibility factors of 'cozy', 'practical' 'cheerful', 'traditional', 'unique', 'congenial', 'sensuous', and 'gorgeous' in the exploratory factor analysis. The image scale was constructed in two-dimensions of the sense of space and the type of space for the residential interior space images. The dimension of the 'sense of space' is explained by the axis of open-closed and the dimension of 'type of space, is explained by the axis of 'natural-artificial'. Such a structural model of the residential interior design attributes were divided into 8 groups. And the 42 images representing each group were selected and the user-oriented residential interior space image tool was built by adding user's selective elements.

지향적 삶의 질 유형에 따른 패션이미지 관계성 연구 (A Study on the Relation of Fashion Image to the Types of Orientated Quality of Life)

  • 박진영;이은숙
    • 한국의상디자인학회지
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    • 제19권3호
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    • pp.109-126
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    • 2017
  • This study aimed to investigate the relationship between oriented quality of life and fashion image with a focus on their futures. The results of this study are as follows. First, oriented quality of life was sampled as six factors such as information preference, job preference, self-preference, leisure preference, health preference, and self-defense preference, whereas an oriented fashion image was drawn as three factors such as urban image, individual image, and feminine image. Second, the self-defense preference had a significant effect on modern image and individual image as in Photo 1, while leisure preference and self-defense preference exerted a significant influence on feminine image in Photo 2. In Photo 3, leisure preference and self-defense preference affected urban image significantly, and health preference and self-defense preference respectively influenced individual image and feminine image. Third, as a result of investigating the difference between oriented quality of life and the sub-element of oriented fashion image according to the type of oriented quality of life, six groups of oriented quality of life (self-preference, job preference, self-defense preference, information preference, leisure preference, and health preference group) displayed significant differences only in individual image as presented in Photo 2. Fourth, in consequence of examining differences in the factor of an oriented fashion image according to the type oriented quality of life, six groups according to the type of oriented quality of life presented significant differences in the individual, splendor, elegant, refined, youthful, feminine, and modern image among the factor of oriented fashion image.

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The Impact of Food Service Franchisee's Customer-oriented Activities on Hedonic, and Utilitarian Values and Loyalty

  • JANG, Hae-Jin;WOO, Sung-Keun;LEE, Yong-Ki
    • 한국프랜차이즈경영연구
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    • 제11권1호
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    • pp.7-17
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    • 2020
  • Purpose - As the competition in the foodservice franchise industry and the market becomes fierce and the entry barrier is lowered, the foodservice franchisor and franchisees strive to increase their competitive advantage in the market. Therefore, the franchisor and franchisees use experience management strategies to enhance the positive experiences of customers visiting the stores. In this regard, this study examines the effects of customer-oriented activities (physical-, social-, health-, and service-oriented activities) on utilitarian and hedonic values, and loyalty using stimulus-organism-response (S-O-R) model and value-expectancy theory. Research design, data, methodology - The data were collected from panels of online survey company, who visited a foodservice franchisee within last month. The survey was conducted for about 15 days from March 7, 2019 to March 21, 2019, and about 3,500 e-mails and messages were distributed to ask for the survey. A total 412 responded and completed the questionnaires. Of the 412 completed questionaires, 12 were discarded due to missing and misinformation data and 400 were retained for further data analysis. Results --The results showed that social oriented activities, health oriented activities, and service oriented activities had positive effects on hedonic value, while physical oriented activities did not have a significant effect on hedonic value. Health oriented activities and service oriented activities had positive effects on utilitarian value, while physical oriented activities and social oriented activities had no significant effects on utilitarian value. Hedonic and utilitarian values also have a positive effect on loyalty. Conclusions - First, food service franchises should provide services and menus in consideration of the health of customers. When a customer visits the store, franchisee should provide more health-oriented food or materials and clean and comfortable conditions so as not to threaten the health of the customer. Second, the food service franchise must build a service-oriented system. Foodservice franchisor need to provide continuous service training not only to the franchisees, but also to the employees of the franchisees. Third, franchise should design a store where customers can form social exchanges through providing various information exchange to customers and making the store as a local community center.

신진 디자이너 브랜드의 시장 지향성 고찰 (A Qualitative Study on Market Orientation of New Designer Brand)

  • 윤소정;추호정
    • 한국의류학회지
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    • 제39권6호
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    • pp.838-851
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    • 2015
  • This study explores the level of designer brands' market oriented attitude through a conceptual framework of market orientation. Designer brands have rapidly increased in the Korean fashion market with a competitive environment that pushes designers to improve market oriented attitudes and strategy. Designers working for 20 brands that the government designated as 'promising creative designer brands' were invited for in-depth interviews, 19 designers from 18 brands participated in this study. The generation of market intelligence that composes market orientation meant that the designers were confirmed to collecting different types of information according to information sources. They showed interest in collecting information on the exploration of design trends from overseas designers as well as operational and managerial information from domestic designers. Fashion-related stakeholders mainly collected feedback on design concepts from the press and public institutions. They collected customer feedback from buyers; however, appropriate feedback was inadequate. Designers generally appeared to place less value on the collection of customer responses and opinions; however, two groups of designers showed customer-oriented attitudes according to accumulated experience. The market-oriented attitude of top designers had an important role in designer brands; consequently, top designers should be properly trained to improve market-oriented attitudes to increase market performance.

객체지향 데이터베이스 기반의 XML 응용을 위한, UML을 이용한 통합 설계 방법론 (A Unified Design Methodology using UML for XML Applications based on OODB)

  • 방승윤;최문영;주경수
    • Journal of Information Technology Applications and Management
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    • 제9권1호
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    • pp.85-96
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    • 2002
  • Nowadays an information exchange on XML such as B2B electronic commerce is spreading. Therefore the systematic and stable management mechanism for storing the exchanged Information is needed. For this goal there are many research activities for connection between XML application and relational database. But because XML data have hierarchical structures and relational database can store only flat-structured data, we need to store XML data in object-oriented database that support hierarchical structure. Accordingly the modeling methodology for storing XML data in object-oriented database is needed. In order to build good quality application systems, modeling is an important first step. In 1997, the OMG adopted the UML as its standard modeling language. Since industry has warmly embraced UML, its popularity should become more important in the future. So a design methodology based on UML is need to develop efficiently XML applications. In this paper, we propose a unified design methodology for XML applications based on object- oriented database using UML. To this goal, first we introduce a XML modeling methodology to design W3C XML schema using UML and second we propose data modeling methodology for object-oriented database schema to store efficiently XML data in object-oriented databases.

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Effect of Standards of Selecting Jeans and Appearance Management Behavior on Leisure Lifestyle

  • Park, Eunhee;Cho, Hyunju
    • 패션비즈니스
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    • 제16권6호
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    • pp.144-159
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    • 2012
  • This study was to examine the effect of standards of selecting jeans and appearance management behavior on leisure lifestyle. Questionnaires were administered to 253 college students living in Deagu and Kyoungbuk. Data were analyzed by using frequency, factor analysis, regression analysis, t-test, and ${\chi}^2$-test. The findings are as follows. Factor structure of each concept appeared to be brand-valued, functionality valued and design-valued for standards of selecting jeans, diet management, exercise management, weight management and appearance satisfaction. Leisure lifestyle consisted of sports activity-type, sociality-type and self-management-type while value lifestyle consisted of active sociality-oriented, family-oriented and economic feasibility-oriented. There was a significant difference in brand-valued and design-valued of standards of selecting jeans and in frequency of wearing jeans male students showed higher than female students. The result of this study showed brand-valued, diet management, exercise management, weight management, and appearance satisfaction had significant effect on sports activity-type and design-valued and weight management had significant effect on sociality-type. Brand-valued affected self-management-type significantly and brand-valued, design-valued, diet management and appearance satisfaction had a significant effect on active sociality-oriented and brand-valued and diet management affected family-oriented.

기획자를 위한 객체지향적 게임시스템 기획 방법 (An Object-oriented Design Method of Game System for Game Designers)

  • 장희동
    • 한국게임학회 논문지
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    • 제16권3호
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    • pp.17-26
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    • 2016
  • 국내 게임산업현장에서 게임시스템 기획은 기획자가 게임컨셉을 만족하는 게임플레이가 이루어지는 게임메카닉스 시스템을 데이터구조적 설계방법으로 creative design 작업관점에서 초기적으로 설계하는 작업이다. 그러나 프로그래머는 구현을 위해 기획내용을 바탕으로 게임시스템을 객체지향적 방법으로 engineering design 작업관점에서 설계한다. 이러한 작업방식은 기획자와 프로그래머 사이에 의사소통 과정에서 다양한 오류들과 작업결과물의 미스매칭 오류들의 발생가능성이 높다. 이 문제를 해결하기 위해, 본 논문에서는 기획자가 객체지향적 설계방법으로 게임시스템을 기획하는 방법을 제안하였다. 제안하는 방법은 객체지향적 SW 개발 가이드라인인 GRAPPLE을 기반으로 기획자의 게임시스템 기획에 적합하도록 커스터마이징한 것이다. 본 논문에서 제안한 게임시스템 기획방법의 효용성을 조사하기 위해 국내 게임산업체에 근무하는 게임시스템 기획자 10명을 대상으로 설문조사하였다. 설문 조사결과는 거의 모든 대상자들이 제안한 방법의 효용성이 '조금 이상' 있음으로 나타났다.

대규모 객체지향소프트웨어개발에 있어 설계산출물의 유용성 (The Usefulness of Design Artifacts for Enterprise Object Oriented Software Development)

  • 임좌상
    • Journal of Information Technology Applications and Management
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    • 제11권4호
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    • pp.121-132
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    • 2004
  • This paper surveyed 30 system designers and developers who had been participating in a project for five months to examine the usefulness of design artifacts for object-oriented system development. A set of nine requirement and design documents was selected in consideration of the IEEE guidelines. Overall the respondents appeared to agree that the artifacts were useful for system development. On the other hand, the contribution of design artifacts to maintenance was rated lower due to the frequent changes over the iterative process. Of the artifacts, considered more useful were use case specifications, UI design and operation specifications. The respondents were the most reluctant to write test cases. Designers did not like to document more details in the design artifacts than did developers. A future study is required to determine the economics end change management of documentation.

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